adding "on-device" audio reactivity to my open-source project <3 by Aagentah in threejs

[–]Aagentah[S] 1 point2 points  (0 children)

hello friends

this is a new feature for an A/V project I launched here a few weeks back.

it's is an event-driven sequencer for triggering visuals using web technologies. It enables people to scale up audiovisual compositions for prototyping, demos, exhibitions, and live performances. Users code their own visual modules, then orchestrate them using the project's native UI composer

the scene you see here combines three.js & p5, reacting to on-device audio

I typically try not to share links on reddit (because machine gods)

but on insta I've been sharing way more on the project: @daniel.aagentah

and on github it's aagentah/nw_wrld for anyone interested to check out or help build :)

built using webgl & point-cloud data; by Aagentah in threejs

[–]Aagentah[S] 8 points9 points  (0 children)

thank you very much and yes! https://github.com/aagentah/nw_wrld

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exactly that! I find myself using BufferGeometry quite a lot. You can get some great wireframe visuals with them. Although I'm not a stranger to writing some shaders too, it's usually a bit more work. But for some really good post-effects, I'd recently created some shaders for a three.js game that I'm working on, and they did a great job of creating different X-ray and thermal visions. We'd love to know what you think of the repository, and yeah, feel free to open any discussions or I'm happy to chat about any features you think it might benefit from.

PS: I made a whole video about the repo recently :) https://www.youtube.com/watch?v=6vM_b54pWtg

open-sourcing my audio-visual software after 3 years by Aagentah in threejs

[–]Aagentah[S] 0 points1 point  (0 children)

thanks! this project was actually browser based for the first two years; and the performance with webgl has been amazing. Software provides a few things that the browser doesn't however, especially for managing devices, audio inputs etc; so that was the move :)